Showing posts with label munchkins. Show all posts
Showing posts with label munchkins. Show all posts

Sunday, July 17, 2011

The Right Way to play pt. 3

In my last few posts I've tried to talk about the concept of a right way to play games and this last post is somewhat of a tricky one, in part because I want to finish it here and this question is the root of a lot of bigger arguments in gaming. The biggest issue with the idea of a right way to play, at least in my mind, is that it's sort of a mask for either a bigger question or idea that the person is trying to state.

It can be about gamestyle preferences, it can be a question of what a person brings to a game, really there are a lot of ways to look at it. One way is simply a matter of style and preference, the people talking about roleplay or optimization as if they were mutually exclusive for example. Another is a bit trickier and it's somewhat more prevalent in online gaming than it would be in tabletops.

In online games there can be said to be a more objective right and wrong way to play, part of why I say this is that those games are generally of a less 'sandbox' method in that classes or skillsets are designed for certain things and the game can't really alter itself based on learning curves on a case by case basis (barring server wide patches and the like). The games are also much more based around cooperation in that if a person doesn't build the warrior to tank as well as they can or the healer is built incorrectly...well that ends up making things hard for others and creating frustration for all those involved. Part of what makes a game work, and what makes a way to play 'right' or 'wrong' has to do with what makes all the people involved happy and lets them have fun.

Ignoring the systems, the arguments, etc. we all game to have fun, to relieve stress and do something interesting with out friends. Now the biggest thing in all of it is that you and those around you are having fun. Someone is playing the wrong way when they and those around them aren't having fun, sometimes it means that the person should redo their character, sometimes it means that the group needs to change in terms of some people leaving or something similar.

Thursday, May 5, 2011

Right way to play? Pt. 1

I'm going to try to address each question as a blog post and be as concise and coherent as possible, and hopefully interesting. Let's look at the first one, where a person new to a game posts on a forum about the game asking for advice on their character. The responses are varied and each one seems to give an idea of a 'right' way to play, or the reactions to said posts. The concept of a right way to play is varied, to some people there is no real wrong way to play but there are ways that are better and worse.

To the people simply giving general advice IE what abilities to pick or offering a build strategy they are simply answering the question and don't seem to offer any judgement on a right or wrong way. But I've heard some gamers condemn 'builds' as wrong or something to be avoided because they felt it detracted from organic character growth or that it took the person outside of the game. Others might counter "the player wants to be good at X, I wrote up how to be good at X" and X could be anything from a fighting style, to a method of using magic, to efficient underwater basketweaving.

To those offering builds there might also be divides, some are far more mechanically intensive where others are bare bones. In here we get the idea that if you're going to do something as a focus you need to go at it full tilt, IE second best isn't good enough. They might even justify it as 'If you're not doing your best the rest of the group is being let down' And then other people argue that he wasn't necessarily even asking for a comprehensive build, just some general information about what to look for, saying that they're trying to force others to play like them.

There are also some who might say that the players decision was a poor one and they should try a different class or set of options in order to do what they want. Now, their commentary is seen by some as simple advice and help to a newbie, IE if they want to play a certain style of character certain classes match the theme better than others or certain power templates offer that ability collection more easily. Or perhaps a certain class or ability template is just bad, at least from their perspective, and they want to warn the player against using it to avoid frustration.

Each of these things and the reactions to them imply concepts of right and wrong ways to play the game, hell a lot of them might even just be seen as tracing from the idea of an 'optimization' vs 'role play' dichotomy. Where there is seen as a sort of scale where you can't do both one and the other and that being good at one necessarily means being bad at another. The idea also that either one is a good or bad way of playing. So I guess the question that should be asked is if any of the people in my example were 'wrong' and if so why? I'll try to address the other questions soon.

Thursday, April 28, 2011

Is there a right way to play?

This is something that comes up every now and again in games, and it's in both online and tabletop games, is there a right or wrong way to play? I think this one is going to be somewhat piecemeal because it's kind of a big question or at least one that isn't easy to answer. Part of the idea of there being a right or wrong way to play is the concept that there are better and worse ways of playing a game. The idea on this is somewhat dependent on who is asking and why, and it's part of what causes all kinds of arguments at game tables, forums, and blogs.

One thing to start with is to ask why the question is being asked and who is asking it. I'll give a few different examples of where I see people making assumptions, sometimes unconsciously, about a 'right' and 'wrong' way to play a game, be it tabletop or online.

1) A player relatively new to a game going to a forum asking for advice and help on making a character, explaining the concept and class that they want to use. The responses are mostly either build advice or being told to avoid the class mentioned because it sucks, doesn't do what the player wants very well, etc.

2) A player new to roleplaying games focusing more on the mechanical aspects of their character than on the personality, the person gets chastized for being unwilling or unable to get in character, they argue that they wanted to be hunting for treasure and monsters instead of chatting up random yokels in town with thees and thous.

3) A person playing an online game with a talent system is messaged out of the blue being told that their design sucks, that they aren't capable of playing the class or character correctly, etc. and that if they want to do it right they need to copy the designs shown on website X.

4) A person talking about their character, either their roleplay or background, is chastised because their portrayal of some fantasy race is obviously wrong. Dwarves are never mages, humans are never better than elves, elves don't act like that, halflings are supposed to be jolly, etc.

5) A person playing either a tabletop game or an online game is called out for being cheap or a munchkin because of an ability, item, or some combination of effects because those things are 'too powerful' 'broken' or 'an I-Win Button' and that they should 'learn to play the right way' or something to that extent.

Now in each of these the mindsets are different and there are probably arguments on each side. I'm not going to go into direct particulars on stuff because it is very much a case by case basis but over the course of the next few days/weeks I hope I can shed some light on my views and maybe stimulate some discussion.